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 Post subject: Re: Crafting/Tradeskills - What does it mean to you?
PostPosted: Mon Jan 20, 2014 2:43 pm 
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Joined: Mon Dec 31, 2012 11:25 pm
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SK Character: The Shining One
grep wrote:
I like that, but how would you keep me from making a custom wand for my necromancer alt using such an auction house? It seems like such a system would be a lot of extra work for an already taxed group of administrators.


I could see several ways to keep you from doing this. We could limit tradecrafting skills to one per player. We could, alternatively, check the purchaser's IP against the seller's.

Of course, with willful and open disregard for the system as displayed by several players who I will not call out in this thread, it's impossible to fully enforce anything, even based upon IP addresses.


But, again, this is another area in which "everyone knows" things about gear transfers and hoarding, etc, yet nobody bothers to report it. Justice isn't served through the grapevine.


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 Post subject: Re: Crafting/Tradeskills - What does it mean to you?
PostPosted: Mon Jan 20, 2014 2:52 pm 
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Joined: Fri Apr 17, 2009 9:50 pm
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That's a good point.

You might not be out of line to say I am griping, but this is all a very exciting thing. Depending on how this plays out, it'd be a great tool for my own recruitment of new players.

Are we really talking about a system where Dulrik's item limit mechanic can be side-stepped with the gathering of omnipresent, though perhaps challenging, resources? Tradeskills as I understand them completely break all the seals Dulrik's designs place on game balance via scarcity mechanics.

Is this really happening? A turkey on every table and mithril plates to eat it on?

As for your grapevine comment, the game is so tedious to play fully that I think it isn't unfair that it be tedious to administrate effectively. Sounds like justice to me.


Last edited by grep on Mon Jan 20, 2014 3:01 pm, edited 1 time in total.

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 Post subject: Re: Crafting/Tradeskills - What does it mean to you?
PostPosted: Mon Jan 20, 2014 3:01 pm 
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Joined: Thu Aug 31, 2006 1:50 pm
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SK Character: Karsh
Scripts are still going to be limited, so no, the highest value items are still going to be limited.

All this will do is create a greater availability for parity between those who can and those cannot get to or enlist enough aid to recover existing gear. It will also provide a bit of personalization option for characters, which can only serve to marry people to their characters better. MercA might learn to craft weapons, MercB to craft armor, and MercC to craft vials. Then, even if the skill sets, tribs, and cabals are all the same across the board, their characters are still "theirs" more truly than is currently possible.


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 Post subject: Re: Crafting/Tradeskills - What does it mean to you?
PostPosted: Mon Jan 20, 2014 3:06 pm 
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What about materials? What about enchantments? There's more to the game than scripted loot, even if some of us have access to builders who will make us trueseeing scripted gear. Many of those other things are aggressively controlled in terms of availability.

Depending on how challenging it is to recover existing components, that system would just replace one grind with a congruent but freshly-flavored one. We still promote a system where X people create a self-sufficient convent of competitive characters. Based on the forced interaction stuff mentioned in the thread so far, there seems to be some magic, unspecified threshold at which a circle-jerk becomes a community in the minds of some of the posters. I just don't know where that number is.

I guess we'd have to see something more concrete to really do more than theorycraft. How many crafting "trees" would there even be? How would we tailor that number to promote characters to play meaningful, sustained concepts instead of bland resourcealts that don't roleplay and rarely PVP.


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 Post subject: Re: Crafting/Tradeskills - What does it mean to you?
PostPosted: Mon Jan 20, 2014 3:32 pm 
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Joined: Mon Apr 18, 2005 11:29 am
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Dulrik wrote:
What do you want to see from such a system? (What's the goal of adding crafting?)


Creation of items from plain (a piece of parchment) to elaborate (a sliver of sky (in pretty colours)).
A way to customize pieces up to a certain quality. There shouldn't be a way to mar the work of an item that is already considered to be mastered. (A breastplate of black stone to a breastplate of black stone with red jade inlay.)

Dulrik wrote:
What all should you be able to make? (Anything? Weapons/armor only? Tools and accessories only?)


Weapons, armour, clothing, shovels, scrolls, vials, wands, staves, musical instruments, writing parchment, dyes, trinkets.

Dulrik wrote:
How good should those items be? (Potentially better than anything found or strictly worse?)


For the most part, I think that most items created would be on level with average to good, depending on the players skill, with a chance to create something that is considered to be a masterpiece. With age ticks, add a bonus chance to increase the probability to create masterpiece items.

Dulrik wrote:
How hard should it be? (How many steps? How much resources and time to be invested?)


It should scale with difficulty depending on the level of item that is being created. A piece of plain paper would take some wood, water and a little bit of time and can be used to create 20 pieces of parchment every 3 real life hours, for example. A grand master sword would require high quality ore (being either bought or found), chemicals/minerals (again bought or found) to enhance the ore in smelting for basic production and could only create one every real life day, more for even more elaborate pieces.

Dulrik wrote:
How fixed should the system be? (Duplicate items you've seen? Need to obtain pre-set recipes or plans? Randomly throw things together and see what happens?)


For the most part, I think that most items would be similar to what is already found within the game that would be created. These items would be taught by craftsmen for just coin and not experience taken, unless experience were to be granted for creating items. For the the items which would be considered more rare or special in nature, a partially legible page or a ripped note, something alone those lines, would be found. Taken to a master craftsman of that trade, you are given partial knowledge of how to create that item.

You get a ripped page from the corpse of your latest kill.

look page

Dwarven runes appear slightly smeared and faded on what is left of this page. A familiar rune on the page is found which is known to be a common rune among dwarven-kind as being the mark for armour crafting.

When taken to dwarven smith Alebeard and given to him:
"This is amazing! The smithing technique of Rockhand the Sure. Named so because rumours told that his hands were so calloused and worn that he could probably fold steel with his bare hands.

Enough of the history lesson. This is by no means complete, but it is still highly prized!

I shouldn't, but you did find it and shared these secrets to making the legendary armour that King Thumin wore with me, so let me show you what all these runes mean."

You learn some smithing techniques of King Thumin's armour.

skill

King Thumin's armour (poor)

"If you should find more notes about this, bring them to me and I will certainly help you, and myself, of course, in learning these techniques better."


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 Post subject: Re: Crafting/Tradeskills - What does it mean to you?
PostPosted: Mon Jan 20, 2014 3:49 pm 
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Joined: Wed Apr 24, 2002 11:51 am
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The comments in the thread seem to be in favor of introducing more gear into the game, with crafting as the vehicle to allow it. I am not sure an MMO style crafting system would make SK more fun. Isn't crafting considered tedious and mind-numbing? It is common to see threads asking to be able to purchase maximum profession/trade skills for RL money on the WoW forums.

If the goal is to get more gear into circulation, it seems like relaxing the cap on existing equipment or adding vendors/blacksmiths that you can purchase gear with tailored enchants would be a better solution. I just can't see gathering twenty vials of xlotl blood, fifty mithril ore, ten mistletoe, seven cured fytrysk hides or five bolts of Zhensh wool as being exciting or fun.


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 Post subject: Re: Crafting/Tradeskills - What does it mean to you?
PostPosted: Mon Jan 20, 2014 8:22 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
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grep wrote:
Is this really happening? A turkey on every table and mithril plates to eat it on?

Don't ask me what is happening. Just tell me what you want. No guarantees any given person will get what they want, but it's always less likely if you don't tell me at all.


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 Post subject: Re: Crafting/Tradeskills - What does it mean to you?
PostPosted: Mon Jan 20, 2014 8:26 pm 
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FinneyOwnzU wrote:
Isn't crafting considered tedious and mind-numbing? It is common to see threads asking to be able to purchase maximum profession/trade skills for RL money on the WoW forums.

While the first person to express it on this thread, this is not the first time I have heard this argument. My response is that craft systems aren't built for the (vocal) people that hate on craft systems. They are there for a different segment of the audience.


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 Post subject: Re: Crafting/Tradeskills - What does it mean to you?
PostPosted: Mon Jan 20, 2014 8:35 pm 
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Dulrik wrote:
They are there for a different segment of the audience.


That segment is already catered to by the majority of the game's mechanics.

I think the two emerging paradigms are the traditional hierarchical crafting "Don't Starve" kind of tradeskills and the MUSHy kind of tradeskills.

Ironically the latter would probably be less work and provide more natural oversight.


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 Post subject: Re: Crafting/Tradeskills - What does it mean to you?
PostPosted: Mon Jan 20, 2014 10:57 pm 
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grep wrote:
That segment is already catered to by the majority of the game's mechanics.

Again, this comment reveals your bias toward what you think this system already is. The system does not exist. Tell me what you want instead of getting passive-aggressive about the imaginary system that is only in your mind.


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